
varying float vIntensity;
varying vec2 vUv;

uniform vec3 uColor;
uniform float uTime;
uniform float uSpeed;

void main(){
    vec2 nuv = vec2(vUv.x, vUv.y + uTime * uSpeed / 8.);
    gl_FragColor = vec4(uColor * vIntensity, vIntensity);
}